Perancangan ulang visual permainan "board game mengenal emosi" = Visual redesign of "board game mengenal emosi"

Tanaka, Dorothy (2025) Perancangan ulang visual permainan "board game mengenal emosi" = Visual redesign of "board game mengenal emosi". Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Permainan “Board Game Mengenal Emosi” dirancang sebagai media edukatif untuk membantu anak usia 7 tahun mengenali emosi dasar melalui situasi sehari- hari dalam lingkungan keluarga, dengan melibatkan peran aktif orang tua. Proses perancangannya diawali dengan observasi dan usability test untuk mengidentifikasi permasalahan visual yang ada. Permasalahan utama mencakup desain yang tidak konsisten, kurang sesuai dengan preferensi anak-anak, serta belum optimal dalam hal fungsionalitas, esensi desain, dan aspek interaktif kurang dikomunikasikan melalui visual yang baik. Metode yang digunakan dalam proses perancangan mengacu pada lima tahapan Landa, yaitu Orientation, Analysis, Concept, Design, dan Implementation. Desain visual yang dikembangkan berdasarkan tiga kata kunci utama: Playful, Family-Oriented, dan Friendly. Hasil akhir perancangan berupa mockup digital yang kemudian direalisasikan dalam bentuk cetak. Perancangan ulang ini diharapkan dapat berfungsi secara maksimal sebagai media edukatif, dengan visual yang menarik dan mudah dipahami anak-anak, sehingga tujuan permainan dapat tersampaikan dengan baik. Selain itu, perancangan ini juga bertujuan untuk meningkatkan kesadaran orang tua akan pentingnya pengenalan emosi sejak dini. / The “Board Game Mengenal Emosi” is designed as an educational tool to help 7- year-old children recognize basic emotions through everyday family situations, while also involving the active participation of parents. The design process began with observations and usability testing to identify existing visual problems. The main issues included inconsistent design, misalignment with children’s preferences, suboptimal functionality, and ineffective visual communication of the game’s essence and interactivity. The redesign process followed the five stages of Landa’s method: Orientation, Analysis, Concept, Design, and Implementation. The visual design was developed based on three core keywords: Playful, Family-Oriented, and Friendly. The final outcome consists of a digital mockup, which was later produced in printed form. This redesign is expected to function effectively as an educational medium, with visuals that are both engaging and easily understood by children, thereby enhancing the communication of the game’s objectives. Additionally, the project seeks to raise parental awareness about the importance of early emotional recognition.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Tanaka, Dorothy
NIM01023210024
dorothytanaka@icloud.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Suwanto, Kartika Magdalena
NIDN0306059701
kartika.suwanto@uph.edu
Thesis advisor
Isfandriani, Rerry
NIDN9903002826
rerry.isfandriani@lecturer.uph.edu
Uncontrolled Keywords: emosi; permainan papan; media edukatif; emotion; board game; educative media.
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Depositing User: DOROTHY TANAKA
Date Deposited: 05 Jun 2025 03:56
Last Modified: 05 Jun 2025 03:56
URI: http://repository.uph.edu/id/eprint/68533

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